Metro 2033 Review
Not quite the ride of your life
We liked Metro 2033. We really did. But we wanted to love it. Its dusty, downtrodden, nuked-to-oblivion vision of a post-apocalyptic future is a thing of perverse beauty. At once terrifying and unsettlingly believable, it threatened to suck us in like no game before it. “Half-Life 2, who?” we asked ourselves frequently during the game’s opening moments—that is, when we weren’t left completely breathless.
Then the game made the mistake of putting a gun in our hands.

This screenshot—believe it or not—barely does Metro's immersive qualities justice. Metro's sound design is absolutely fantastic, and plays a huge role in sucking you into the game world.
At best, Metro’s shooting is serviceable. The weapons—while compulsively upgradeable—are crafted in such a way as to be realistic, which in this case means “boring.” That would be fine and dandy if the other two pillars of first-person-shooter fun—level design and enemy AI—did enough heavy lifting to make up for it. Sadly, they don’t.
Levels, of course, are visually spectacular, but at their core are linear corridor crawls. Fittingly enough for a game called Metro, the entire thing is almost glaringly on rails. Now, this isn’t necessarily a bad thing, so long as you stick to the beaten path. Think of the game as a roller coaster ride: If it stays on track, it’s the ultimate thrill ride. If it goes off track, everyone dies. That’s Metro 2033 in a nutshell.
Those flaws, however, are almost speck-like in their insignificance compared to the plank that is Metro’s enemy AI. Sure, when it’s powering hordes of monstrous Dark Ones, it does the job well enough, but human opponents are a different story. On multiple occasions, we were able to stand in plain sight with our silenced weapon and pick off enemy after enemy, and all the while our confused quarry mounted no noticeable offense. Other times, enemies ran right into us and carried on as though we were nothing but a particularly thick cloud of air.

Actually fighting the creatures that go bump in the night is a bit of a letdown, thanks to shoddy AI and by-the-rails play mechanics.
It’s a shame, too, because the game’s certainly not all about shooting. In fact, its most intense moments come creeping in when the action grinds to a halt. Metro makes excellent use of ambient sound, bringing the proverbial roller coaster to its absolute peak before the inevitable climax. Also a bit disappointing is the game’s storyline, which is surprising considering that it was actually adapted from a novel by Russian author Dmitry Glukhovsky. While Metro’s world design is almost uniformly spectacular, its plot relies too heavily on convenient coincidences and ultimately resolves with a twist gamers have seen hundreds of times before.
In spite of all that, though, we’re still willing to recommend Metro 2033. The game’s world design, attention to detail, and dread-inducing pace are second to none. Seriously. Rarely do such an uneven game’s high points overshadow its glaring flaws, but Metro’s an exception to the rule. The game may have an unfortunate knack for killing its own buzz, but even that’s not quite enough to ruin the overall experience. That’s what Metro is, really: an experience. And a damn good one at that. Its shooting—while admittedly lacking—is only a part of that whole, and Metro 2033 is greater than the sum of its parts.
Metro 2033

On-Rails
Breathtaking atmosphere and world design; unique setting.
Off-Track
Mediocre-to-awful enemy AI; sometimes stifling linearity.
7
Comments
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ZombieSkin
June 23, 2010 at 2:46pm
Actually, going through it for the second time, I find that the shooting is incredibly precise (on the PC version, at least). It's the kind of game that you can slow down a little bit with, and get into the intricacies of the weapons. The weapons also have a sweet spot for range, individually - again, play with them all, find your favorites. It ain't a twitchfest, but I had a ton picking the helmets off my prey before the kill shot, or running around and backpedaling while killing the big beasties that are breathing down your throat. Enemies also react nicely, even without physx stuff, but not as over-the-top as, say, Fallout 3's physics. I've headshotted dudes in F3, and they've flipped halfway across the map from the impact.
The scoped magnums (or whatever) are dirty and hard to see through at zoom, but the other weapons are pretty sweet. Love the spear gun, love the 6-round bayonette-d combat shotgun (which turns into a single/double shot in a firefight, for quicker reloading), love the throwing knifes, love all the semi-automatic stuff; all the weapons look great, and kind of have a personality, really.
My suggestion to anyone that really hates the shooting in this one, is to get into it a little more, slow down, and play with the weapons a bit. Speed might ruin a review, if there was an editor's deadline or something, but I'd rank this up with Deus Ex, or the Halflife stuff, easily, or about as exciting as the Gears weapons, which are so mainstream they make me puke. The guns aren't perfect in any of those games, but they are part of the experience, and I found them awesome and fun in Metro (except for the dirty scopes).
I did have some great AI battles, a lot of good ones, and the occasional AI retardation that I had to deal with. Stealth kills at range, mostly, as they sometimes freaked out that I was killing their friends, and sometimes, they just kept talking like the guy was still there listening, through what uses to be his ears.
Two things I'd also suggest: Don't buy any weapons, just look around in the cubbyholes a little, and you'll eventually find most (if not all), use your dough for ammo, and you can then keep your favorite guns throughout; If someone in-game tells you not to kill something, or avoid it, definitely kill it. Takes about 5-7 spears to the head for the dudes you're "not supposed to make eye contact with", they drop pretty easily, and pause after a couple of big hits, so you can pretty much just run away, turn, shoot in a loop, and then pile up on them when they pause.
While the game is pretty linear, they still left a lot in there to discover. Things totally do not go to crap if you go off the beaten path, which again leads me to believe that the reviewer either went too fast, or just happened to die a lot while exploring. Exploring is absolutely beneficial in the game - for finding special weapons and a ton more ammo - and it's actually a disservice to say things about a game that encourages exploration while remaining relatively linear. It's not always on rails, though; rails shooters are easy to pick out, this ain't one overall, but it is /some/times.
I'd really be interested to see how Thomas Macdonald liked the game.
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stige
June 22, 2010 at 10:27am
i just finished playing this game and agree wholeheartedly with this review.
i've never went out and bought a book because of a game before, but now i just might...
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